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Books > Arts & Architecture > Performing arts > Films, cinema > Animation
Animation can be used to illustrate, simplify and explain
complicated subjects, as well as to transform stories into
engaging, fantastical narratives. There are many types of
animation, all of which can incorporate different artistic
techniques such as sculpture, drawing, painting, printing and
textiles. In this practical guide, animation tutor Steve Roberts
explores the twelve basic principles of animation, demonstrating
the different techniques available and offering helpful exercises
for readers to practise in their chosen style. From pencils to
pixels, flip books to feature films, and plasticine to puppets,
this helpful book covers everything you need to know about how to
start animating and will be of great interest for anyone looking to
learn how to make their own animated films.
"Animation: Genre and Authorship" is an overview of the distinctive
language of animation, its production processes, and the particular
questions about who makes it, under what conditions and with what
purpose. Arguably, animation provides the greatest opportunity for
distinctive models of "auteurism" and revises generic categories.
This is the first study to look specifically at these issues, and
to challenge the prominence of live action movie-making as the
first form of contemporary cinema and visual culture. Including
extensive analysis of individual animators and their operation
within studios such as Disney and Dreamworks, the book investigates
the use of animation in genres from horror and science fiction to
documentary and propaganda.
For many, the middle ages depicted in Walt Disney movies have come
to figure as the middle ages, forming the earliest visions of the
medieval past for much of the contemporary Western (and
increasingly Eastern) imagination. The essayists of The Disney
Middle Ages explore Disney's mediation and re-creation of a
fairy-tale and fantasy past, not to lament its exploitation of the
middle ages for corporate ends, but to examine how and why these
medieval visions prove so readily adaptable to themed
entertainments many centuries after their creation. What results is
a scrupulous and comprehensive examination of the intersection
between the products of the Disney Corporation and popular
culture's fascination with the middle ages.
Drawn from Life, a multidisciplinary anthology, introduces readers
to a diverse range of filmmakers past and present who use the
animated image as a documentary tool. In doing so, it explores a
range of questions that preoccupy twenty-first-century film artists
and audiences alike: Why use animation to document? How do such
images reflect and influence our understanding and experience
of'reality'? From early cinema to present-day scientific research,
military uses, digital art and gaming, Drawn from Life casts new
light on the capacity of the moving image to act as a record of the
world around us.
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The Art of Incredibles 2
(Hardcover)
Karen Paik; Foreword by John Lasseter; Introduction by Brad Bird; Notes by Brad Bird
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From Pixar's upcoming film Incredibles 2, this making-of book is a
dive back into the beloved world of the Incredibles. The Art of
Incredibles 2 explores Pixar's highly anticipated sequel through
colorful artwork, energetic character sketches, intriguing
storyboards, and spellbinding colorscripts. Featuring gorgeous
production art and interesting details from the production team
about the making of the film, The Art of Incredibles 2 overflows
with insights into the artistic process behind Pixar's engaging
creative vision. Copyright (c)2018 Disney Enterprises, Inc. and
Pixar. All rights reserved.
Who Framed Roger Rabbit emerged at a nexus of people, technology,
and circumstances that is historically, culturally, and
aesthetically momentous. By the 1980s, animation seemed a dying
art. Not even the Walt Disney Company, which had already won over
thirty Academy Awards, could stop what appeared to be the end of an
animation era. To revitalize popular interest in animation, Disney
needed to reach outside its own studio and create the distinctive
film that helped usher in a Disney Renaissance. That film, Who
Framed Roger Rabbit, though expensive and controversial, debuted in
theaters to huge success at the box office in 1988. Unique in its
conceit of cartoons living in the real world, Who Framed Roger
Rabbit magically blended live action and animation, carrying with
it a humor that still resonates with audiences. Upon the film's
release, Disney's marketing program led the audience to believe
that Who Framed Roger Rabbit was made solely by director Bob
Zemeckis, director of animation Dick Williams, and the visual
effects company Industrial Light & Magic, though many Disney
animators contributed to the project. Author Ross Anderson
interviewed over 140 artists to tell the story of how they created
something truly magical. Anderson describes the ways in which the
Roger Rabbit characters have been used in film shorts, commercials,
and merchandising, and how they have remained a cultural touchstone
today.
This is the definitive biography of Emile Cohl (1857-1938), one
of the most important pioneers of the art of the animated cartoon
and an innovative contributor to popular graphic humor at a
critical moment when it changed from traditional caricature to the
modern comic strip. This profusely illustrated book provides not
only a wealth of information on Cohl's life but also an analysis of
his contribution to the development of the animation film in both
France and the United States and an interpretation of how the new
genre fit into the historical shift from a "primitive" to a
"classical" cinema. "Beautiful in look and design, with stunning
reproductions from films and newspapers, Emile Cohl, Caricature,
and Film offers a biography of a figure who virtually created the
European art of animation.. In its theory and history, the book is
one of the most important contributions to the field of animated
film]. But it] is central for film study per se, offering a fresh,
exciting look at the complicated world of early cinema."--Dana
Polan, Film Quarterly
Originally published in 1992.
The Princeton Legacy Library uses the latest print-on-demand
technology to again make available previously out-of-print books
from the distinguished backlist of Princeton University Press.
These paperback editions preserve the original texts of these
important books while presenting them in durable paperback
editions. The goal of the Princeton Legacy Library is to vastly
increase access to the rich scholarly heritage found in the
thousands of books published by Princeton University Press since
its founding in 1905.
In Hollywood Cartoons, Michael Barrier takes us on a glorious guided tour of American animation in the 1930s, '40s, and '50s, to meet the legendary artists and entrepreneurs who created Bugs Bunny, Betty Boop, Mickey Mouse, Wile E. Coyote, Donald Duck, Tom and Jerry, and many other cartoon favorites. Beginning with black-and-white silent cartoons, Barrier offers an insightful account, taking us inside early New York studios and such Hollywood giants as Disney, Warner Bros., and MGM. Barrier excels at illuminating the creative side of animation--revealing how stories are put together, how animators develop a character, how technical innovations enhance the "realism" of cartoons. Here too are colorful portraits of the giants of the field, from Walt and Roy Disney and their animators, to Bill Hanna and Joe Barbera. Based on hundreds of interviews with veteran animators, Hollywood Cartoons gives us the definitive inside look at this colorful era and at the creative process behind these marvelous cartoons. "This definitive depiction of our most American medium will leave all but the most hardened Disnophobe shouting Yabba-Dabba-Doo!"--The Boston Book Review
Ivor the Engine, Noggin the Nog, Pingwings, Pogles Wood, Clangers,
and Bagpuss - the iconic animations produced by the
Canterbury-based Smallfilms studio between 1958 and 1984 -
constitute a significant thread of British cultural history. The
lasting appeal of the imagined worlds created by Smallfilms is
evident in the highly-successful BBC reboot of Clangers
(2015-present), which has introduced a whole new audience to the
pink moon mice. As well as the shows likely to be famiilar to
readers, this history expands the Smallfilms story to include those
less well-known animated shows that nonetheless played an important
part in the studio's history. Through extensive studio access,
interviews with many key Smallfilms collaborators, press and
audience analysis, Chris Pallant provides a comprehensive and
definitive historical record of the studio's work. Beyond Bagpuss
is illustrated with 100 images from the Smallfilms archive,
including those that have not previously been published.
A formal approach to anime rethinks globalization and
transnationality under neoliberalism Anime has become synonymous
with Japanese culture, but its global reach raises a perplexing
question-what happens when anime is produced outside of Japan? Who
actually makes anime, and how can this help us rethink notions of
cultural production? In Anime's Identity, Stevie Suan examines how
anime's recognizable media-form-no matter where it is
produced-reflects the problematics of globalization. The result is
an incisive look at not only anime but also the tensions of
transnationality. Far from valorizing the individualistic
"originality" so often touted in national creative industries,
anime reveals an alternate type of creativity based in repetition
and variation. In exploring this alternative creativity and its
accompanying aesthetics, Suan examines anime from fresh angles,
including considerations of how anime operates like a brand of
media, the intricacies of anime production occurring across
national borders, inquiries into the selfhood involved in anime's
character acting, and analyses of various anime works that present
differing modes of transnationality. Anime's Identity deftly merges
theories from media studies and performance studies, introducing
innovative formal concepts that connect anime to questions of
dislocation on a global scale, creating a transformative new lens
for analyzing popular media.
Animation designer Tom Bancroft brings his knowledge and experience
to this fun and accessible book on character design. From Snow
White to Shrek, from Fred Flintstone to Sponge Bob Squarepants, it
is the design that communicates a character's personality even
before a single word of dialogue is spoken. Bancroft, who designed
the character Mushu, voiced by Eddie Murphy, in the Disney animated
feature film, "Mulan," begins the book with time-tested design
concepts, then explains how to work with a script, about character
hierarchy (treating important characters, and lesser characters
differently), how to maximize a pose and expressions, and
ultimately, how to finish a character that sparkles. At the end of
each chapter are exercises to help the reader hone his skills.
Bancroft also explains how these lessons can be applied to
different industries: film, TV, video games, and graphic novels.
The book will include practical advice from professionals in each
of these industries, including Mark Henn (director of animation,
Disney's "The Little Mermaid"), Peter DeSeve (character designer,
"Ice Age"), J. Scott Campbell (Wildstorm/DC Comics), Rob Corley
(feature animator, "The Lion King", "Aladdin", "Lilo and Stitch"),
Butch Hartman (creator, "Fairly Oddparents"), Jack Davis (MAD
magazine), and Bill Amend (cartoonist, "Fox Trot". The introduction
is written by Glen Keane (Walt Disney).
This open access study of the film Grendel Grendel Grendel,
directed by Alexander Stitt, presents it as a masterpiece of
animation and design which has attained a national and
international cult status since its release in 1981. The film,
based on the novel, Grendel, by John Gardner, is a loose adaptation
of the Beowulf legend, but told from the point of view of the
monster, Grendel. Grendel Grendel Grendel is a mature, intelligent,
irreverent and quite unique animated film - it is a movie, both in
terms of content and of an aesthetic that was well ahead of its
time. Along with a brief overview of Australian animation and a
contextualization of where this animated feature fits within the
broader continuum of Australian (and global) film history, Dan
Torre and Lienors Torre provide an intriguing analysis of this
significant Australian animated feature. The ebook editions of this
book are available open access under a CC BY-NC-ND 4.0 licence on
bloomsburycollections.com.
Coraline (Henry Selick, 2009) is stop-motion studio LAIKA's
feature-length debut based on the popular children's novel by
British author Neil Gaiman. Heralding a revival in global interest
in stop-motion animation, the film is both an international
cultural phenomenon and a breakthrough moment in the technological
evolution of the craft. This open access collection brings together
an international group of practitioners and scholars to examine
Coraline's place in animation history and culture, dissect its
politics, and unpack its role in the technological and aesthetic
development of its medium. More broadly, it celebrates stop motion
as a unique and enduring artform while embracing its capacity to
evolve in response to cultural, political, and technological
changes, as well as shifting critical and audience demands. Divided
into three sections, this volume's chapters situate Coraline within
an interconnected network of historical, industrial, discursive,
theoretical, and cultural contexts. They place the film in
conversation with the medium's aesthetic and technological history,
broader global intellectual and political traditions, and questions
of animation reception and spectatorship. In doing so, they invite
recognition - and appreciation - of the fact that Coraline occupies
many liminal spaces at once. It straddles the boundary between
children's entertainment and traditional 'adult' genres, such as
horror and thriller. It complicates a seemingly straight(forward)
depiction of normative family life with gestures of queer
resistance. Finally, it marks a pivotal point in stop-motion
animation's digital turn. Following the film's recent tenth
anniversary, the time is right to revisit its production history,
evaluate its cultural and industry impact, and celebrate its legacy
as contemporary stop-motion cinema's gifted child. As the first
book-length academic study of this contemporary animation classic,
this volume serves as an authoritative introduction and a primary
reference on the film for scholars, students, practitioners, and
animation fans. The ebook editions of this book are available open
access under a CC BY-NC-ND 4.0 licence on
bloomsburycollections.com.
"A film that will let you see the music and listen to drawings; in
a word, a film full of Fantasia!" Bruno Bozzetto's Allegro non
Troppo tips its hand right away: it is an unabashed, yet full of
admiration, retake on Walt Disney's 1940 "concert feature". The
obvious nod to that model fuels many tongue-in-cheek jokes in the
film; however, Allegro non Troppo soon departs from mere parody,
and becomes a showcase for the multifaceted aesthetics of Italian
animation in 1976, as well as a witty social satire and a powerful
rethinking of the music-image relationship in cinema. Marco
Bellano's open access book reconstructs the history of the
production of Allegro non Troppo, on the basis of an original
research developed with the contribution of Bozzetto himself; it
also presents an audiovisual analysis of the work, as to reassess
the international relevance of Bozzetto's achievements by giving
insight into the director's creative process. The eBook editions of
this book are available open access under a CC BY-NC-ND 4.0 licence
on bloomsburycollections.com.
Disney - This name stands not only for a company that has had
global reach from its early days, but also for a successful
aesthetic programme and ideological positions that have had great
commercial success but at the same time have been frequently
criticised. Straddling traditionalism and modernism, Disney
productions have proven adaptable to social discourses and
technical and media developments throughout its history. This
volume brings together scholars from several European countries to
explore various dimensions that constitute 'Disney.' In line with
current media and cultural studies research, the chapters deal with
human-human and human-animal relations, gender and diversity,
iconic characters and narratives, Disney's contribution to cultural
and visual heritage, and transmedial and transfictional spaces of
experience and practices of participation associated with Disney
story worlds.
Is it ever morally wrong to enjoy fantasizing about immoral things?
Many video games allow players to commit numerous violent and
immoral acts. But, should players worry about the morality of their
virtual actions? A common argument is that games offer merely the
virtual representation of violence. No one is actually harmed by
committing a violent act in a game. So, it cannot be morally wrong
to perform such acts. While this is an intuitive argument, it does
not resolve the issue. Focusing on why individual players are
motivated to entertain immoral and violent fantasies, Video Games,
Violence, and the Ethics of Fantasy advances debates about the
ethical criticism of art, not only by shining light on the
interesting and under-examined case of virtual fantasies, but also
by its novel application of a virtue ethical account. Video games
are works of fiction that enable players to entertain a fantasy.
So, a full understanding of the ethical criticism of video games
must focus attention on why individual players are motivated to
entertain immoral and violent fantasies. Video Games, Violence, and
the Ethics of Fantasy engages with debates and critical discussions
of games in both the popular media and recent work in philosophy,
psychology, media studies, and game studies.
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